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How To Clone 4E Using 5E Rules
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<blockquote data-quote="Zardnaar" data-source="post: 7617721" data-attributes="member: 6716779"><p>Text dump sorry, but here are my feats. Designed for a different game than a 4E clone but the design concepts could be used.</p><p></p><p>Actor</p><p>You have advantage on any deception or performance checks made to pass yourself off as a different person.</p><p>You can mimic the sounds made by another person or creature. You must have heard the person or creature talking or making those sounds for at least a minute. A successful charisma (deception) check opposed by a wisdom (insight) check indicates success.</p><p></p><p>Alert</p><p>You can’t be surprised while conscious</p><p>Other creatures do not gain advantage to hit you if they are hidden from you.</p><p></p><p>Armor Proficiency: Light [Martial]</p><p>You are proficient with light armor.</p><p></p><p>Armor Proficiency Medium [Martial]</p><p>Requirement: Armor Proficiency: Light</p><p>You are proficient with medium armor</p><p></p><p>Armor Proficiency: Heavy [Martial]</p><p>Requirement: Armor Proficiency: Medium</p><p>You are proficient with heavy armor</p><p></p><p>Armored Defense [martial]</p><p>Requirement: Proficient in Medium or Heavy Armor</p><p>You gain a +1 bonus to AC while wearing armor.</p><p></p><p>Athlete</p><p>When you are prone standing up only uses 5’ of your movement</p><p>You may climb surfaces at full speed and have advantage on any climb checks.</p><p></p><p>Charger</p><p>If you use the dash action, as a bonus action you gain an extra 1d6 damage. </p><p></p><p>Cleave [martial]</p><p> Once per round when you reduce an opponent to 0 hit points or less with a melee attack you can make an additional attack against an opponent within reach as a bonus action.</p><p></p><p>Combat Expertise You gain disadvantage on your attack rolls. Your opponents gain disadvantage on attack rolls against you. You can only use this feat while making melee attacks.</p><p></p><p>Dagger Master [martial]</p><p>You gain gains a +2 bonus to initiative and +2 bonus to hit when using daggers.</p><p></p><p>Dual Wielder</p><p>You master fighting with two weapons gaining the following benefits.</p><p>You gain +1 AC</p><p>You can use two weapons even when one of the weapons is not a light or finesse weapon.</p><p></p><p>Divine Boon</p><p>The gods favor you and have blessed you with a portion of their power. You gain a +2 bonus on all saving throws.</p><p></p><p>Dodge [Martial]</p><p>Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.</p><p>Requirement: Dex 13.</p><p>Benefit: You gain a +1 dodge bonus to your AC.</p><p></p><p>Dwarven Resilience</p><p>As a reaction you gain resistance to an incoming source of damage. This ability can be used one per short rest. </p><p></p><p>Dwarven Weapon Training [Dwarf, Martial)]</p><p>Requirement: Dwarf</p><p>Benefit: You gain proficiency and a +2 bonus to damage rolls with axes and hammers.</p><p></p><p>Elven Grace</p><p>You gain a +1 bonus to hit while using a long sword, short sword, longbow or shortbow. </p><p></p><p>Elven Soldier [Elf, Martial)</p><p>Requirement: Elf</p><p>Benefit: You gain proficiency and a +2 bonus to all damage rolls with long swords and all spears.</p><p></p><p>Fleet Foot</p><p>Your base speed increases by 10’.</p><p></p><p>First Strike </p><p> You have advantage against anyone you beat for initiative in the first round of combat</p><p></p><p>Great Fortitude</p><p>You gain advantage on fortitude saves.</p><p></p><p>Great Weapon Master</p><p>You gain a +2 bonus to damage while using a two handed weapon.</p><p></p><p>Halfling Skirmisher [Halfling, Martial)</p><p>You gain a +2 bonus to hit with all slings and thrown weapons.</p><p></p><p>Heroic Inspiration [Human]</p><p>You gain advantage on an attack roll, saving throw or ability check. You may not use this abilty again until you complete a short rest. </p><p></p><p>Healer</p><p>When using a healing kit you may restore hit points to a being. You gain the following benefits.</p><p></p><p>When you stabilize a dying character you restore them to 0 hit points.</p><p></p><p>As an action you can restore 1d6+4+ your level hit points to a creature. A creature cannot regain hit points from this feat again until it completes a long rest.</p><p></p><p>Heavy Armor Master </p><p>While wearing heavy armor damage from non magical bludgeoning, piercing and slashing weapons is reduced by 3. </p><p></p><p>Hold the Line You can use your shield to stop oncoming enemies in their tracks.</p><p>Benefit: When a creature of your size or smaller moves within your reach while you are wielding a shield, you can use your reaction to cause the creature to end its movement for the turn.</p><p></p><p>Improved Critical [martial]</p><p>Requirement: Level 5</p><p> You may score critical hit on a roll of 19 or 20 assuming your attack hits the target. </p><p></p><p>Improved Initiative </p><p>You have advantage on initiative rolls.</p><p></p><p>Inspiring Leader.</p><p>Prerequisite: Charisma 13 or higher. </p><p>You can give an inspiring speech shoring up their resolve to fight. When you choose to do so up to 6 creatures within 30’ of you gain temporary hit points equal to your level plus charisma modifier. This ability can be used once per long rest. </p><p></p><p>Keen Mind</p><p>You always know which way is north</p><p>You always know the number of hours left between sunrise and sunset. </p><p>You can accurately recall anything you have seen or heard in the last month.</p><p></p><p>Iron Will</p><p>You gain advantage on will saves.</p><p></p><p>Lady Luck</p><p>Fortune favors you</p><p>Benefit: Three times per long rest you may reroll an ability check, attack roll, saving throw or skill check.</p><p></p><p>Lightning Reflexes</p><p>You gain advantage on reflex saves.</p><p></p><p>Linguist</p><p>You learn 3 languages of your choice.</p><p></p><p>Martial Arts </p><p> Your unarmed strike functions as a light finesse weapon with which you have proficiency. Your unarmed strike deals 1d6 points of damage.</p><p></p><p>Militia</p><p>Requirement: Proficient with simple weapons</p><p>You are proficient with martial weapons.</p><p></p><p>Mobile</p><p>Your opponents have disadvantage to hit you when you trigger an attack of opportunity.</p><p></p><p>Mounted Combatant</p><p> While on a mount you gain the following benefits.</p><p>You have advantage on any attacks made against an unmounted foe that is smaller than your mount. </p><p>You can force any attacks directed at your mount to target you instead.</p><p></p><p>Observant</p><p>If you can see a creatures mouth while it is speaking a language you can interpret what it is saying by reading its lips. </p><p>You have a +5 bonus to your passive wisdom (perception) and intelligence (investigation) checks. </p><p></p><p>Other Wordly</p><p> You have a fey or outsider bloodline somewhere in your family tree.</p><p>Benefit: You gain darkvision 60'. If you have darkvision already it increases by 60’</p><p></p><p>Precise Shot</p><p>You may take a -2 penalty to hit. Your ranged attacks deal +1 dice of damage. </p><p></p><p>Polearm Master</p><p>While using a spear, pike, glaive, or halberd other creatures entering your reach provoke an attack of opportunity. If the creature has moves at least 10’ or more any such attack that hits is a critical hit. </p><p>Power Attack</p><p>You may take a -2 penalty to hit with a weapon that is does not have the light or finesse property. You gain a +3 bonus to all melee attacks. </p><p></p><p>Rapid Shot</p><p>You can make two quick shots with a ranged weapon.</p><p>Benefit: When using a ranged weapon you may make an additional attack as a bonus action. </p><p></p><p>Rapid Strike</p><p>Benefit: When using a light weapon you may make an additional attack as a bonus action. </p><p></p><p>Second Chance [Halfling]</p><p>Requirement: Halfling</p><p>Benefit: Once per encounter as a reaction you can give an attacker disadvantage on their attack roll</p><p></p><p>Sharpshooter</p><p>Attacking at long range does not impose disadvantage on your ranged weapon attacks</p><p>Your ranged attacks ignore half cover and three quarters cover.</p><p></p><p>Shield Master</p><p>If you take the attack action you can use a bonus action to try to shove a creature within 5 feet of you.</p><p></p><p>If you are subject to an effect that allows you to make a reflex saving throw for half damage you may use your reaction to take no damage interposing your shield between yourself and the source of the effect. </p><p></p><p>Shield Wall</p><p>If you are adjacent to another being using a shield you gain +2 AC.</p><p></p><p>Skill Focus [Expert]</p><p>Pick a skill you are trained in. You gain expertise on that skill (as a Rogue) You may take this feat multiple times</p><p></p><p>Skill Training [Expert]</p><p>Pick a two class skills, you are now considered proficient in their use. You may take this feat multiple times</p><p></p><p>Tough</p><p>Your constitution increases by +2</p><p></p><p>Weapon Finesse </p><p>You may add your dexterity to hit damage rolls with light and finesse weapons instead of your strength modifier.</p><p></p><p>Weapon Proficiency: Simple [Martial]</p><p>You are proficient with simple weapons</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 7617721, member: 6716779"] Text dump sorry, but here are my feats. Designed for a different game than a 4E clone but the design concepts could be used. Actor You have advantage on any deception or performance checks made to pass yourself off as a different person. You can mimic the sounds made by another person or creature. You must have heard the person or creature talking or making those sounds for at least a minute. A successful charisma (deception) check opposed by a wisdom (insight) check indicates success. Alert You can’t be surprised while conscious Other creatures do not gain advantage to hit you if they are hidden from you. Armor Proficiency: Light [Martial] You are proficient with light armor. Armor Proficiency Medium [Martial] Requirement: Armor Proficiency: Light You are proficient with medium armor Armor Proficiency: Heavy [Martial] Requirement: Armor Proficiency: Medium You are proficient with heavy armor Armored Defense [martial] Requirement: Proficient in Medium or Heavy Armor You gain a +1 bonus to AC while wearing armor. Athlete When you are prone standing up only uses 5’ of your movement You may climb surfaces at full speed and have advantage on any climb checks. Charger If you use the dash action, as a bonus action you gain an extra 1d6 damage. Cleave [martial] Once per round when you reduce an opponent to 0 hit points or less with a melee attack you can make an additional attack against an opponent within reach as a bonus action. Combat Expertise You gain disadvantage on your attack rolls. Your opponents gain disadvantage on attack rolls against you. You can only use this feat while making melee attacks. Dagger Master [martial] You gain gains a +2 bonus to initiative and +2 bonus to hit when using daggers. Dual Wielder You master fighting with two weapons gaining the following benefits. You gain +1 AC You can use two weapons even when one of the weapons is not a light or finesse weapon. Divine Boon The gods favor you and have blessed you with a portion of their power. You gain a +2 bonus on all saving throws. Dodge [Martial] Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks. Requirement: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. Dwarven Resilience As a reaction you gain resistance to an incoming source of damage. This ability can be used one per short rest. Dwarven Weapon Training [Dwarf, Martial)] Requirement: Dwarf Benefit: You gain proficiency and a +2 bonus to damage rolls with axes and hammers. Elven Grace You gain a +1 bonus to hit while using a long sword, short sword, longbow or shortbow. Elven Soldier [Elf, Martial) Requirement: Elf Benefit: You gain proficiency and a +2 bonus to all damage rolls with long swords and all spears. Fleet Foot Your base speed increases by 10’. First Strike You have advantage against anyone you beat for initiative in the first round of combat Great Fortitude You gain advantage on fortitude saves. Great Weapon Master You gain a +2 bonus to damage while using a two handed weapon. Halfling Skirmisher [Halfling, Martial) You gain a +2 bonus to hit with all slings and thrown weapons. Heroic Inspiration [Human] You gain advantage on an attack roll, saving throw or ability check. You may not use this abilty again until you complete a short rest. Healer When using a healing kit you may restore hit points to a being. You gain the following benefits. When you stabilize a dying character you restore them to 0 hit points. As an action you can restore 1d6+4+ your level hit points to a creature. A creature cannot regain hit points from this feat again until it completes a long rest. Heavy Armor Master While wearing heavy armor damage from non magical bludgeoning, piercing and slashing weapons is reduced by 3. Hold the Line You can use your shield to stop oncoming enemies in their tracks. Benefit: When a creature of your size or smaller moves within your reach while you are wielding a shield, you can use your reaction to cause the creature to end its movement for the turn. Improved Critical [martial] Requirement: Level 5 You may score critical hit on a roll of 19 or 20 assuming your attack hits the target. Improved Initiative You have advantage on initiative rolls. Inspiring Leader. Prerequisite: Charisma 13 or higher. You can give an inspiring speech shoring up their resolve to fight. When you choose to do so up to 6 creatures within 30’ of you gain temporary hit points equal to your level plus charisma modifier. This ability can be used once per long rest. Keen Mind You always know which way is north You always know the number of hours left between sunrise and sunset. You can accurately recall anything you have seen or heard in the last month. Iron Will You gain advantage on will saves. Lady Luck Fortune favors you Benefit: Three times per long rest you may reroll an ability check, attack roll, saving throw or skill check. Lightning Reflexes You gain advantage on reflex saves. Linguist You learn 3 languages of your choice. Martial Arts Your unarmed strike functions as a light finesse weapon with which you have proficiency. Your unarmed strike deals 1d6 points of damage. Militia Requirement: Proficient with simple weapons You are proficient with martial weapons. Mobile Your opponents have disadvantage to hit you when you trigger an attack of opportunity. Mounted Combatant While on a mount you gain the following benefits. You have advantage on any attacks made against an unmounted foe that is smaller than your mount. You can force any attacks directed at your mount to target you instead. Observant If you can see a creatures mouth while it is speaking a language you can interpret what it is saying by reading its lips. You have a +5 bonus to your passive wisdom (perception) and intelligence (investigation) checks. Other Wordly You have a fey or outsider bloodline somewhere in your family tree. Benefit: You gain darkvision 60'. If you have darkvision already it increases by 60’ Precise Shot You may take a -2 penalty to hit. Your ranged attacks deal +1 dice of damage. Polearm Master While using a spear, pike, glaive, or halberd other creatures entering your reach provoke an attack of opportunity. If the creature has moves at least 10’ or more any such attack that hits is a critical hit. Power Attack You may take a -2 penalty to hit with a weapon that is does not have the light or finesse property. You gain a +3 bonus to all melee attacks. Rapid Shot You can make two quick shots with a ranged weapon. Benefit: When using a ranged weapon you may make an additional attack as a bonus action. Rapid Strike Benefit: When using a light weapon you may make an additional attack as a bonus action. Second Chance [Halfling] Requirement: Halfling Benefit: Once per encounter as a reaction you can give an attacker disadvantage on their attack roll Sharpshooter Attacking at long range does not impose disadvantage on your ranged weapon attacks Your ranged attacks ignore half cover and three quarters cover. Shield Master If you take the attack action you can use a bonus action to try to shove a creature within 5 feet of you. If you are subject to an effect that allows you to make a reflex saving throw for half damage you may use your reaction to take no damage interposing your shield between yourself and the source of the effect. Shield Wall If you are adjacent to another being using a shield you gain +2 AC. Skill Focus [Expert] Pick a skill you are trained in. You gain expertise on that skill (as a Rogue) You may take this feat multiple times Skill Training [Expert] Pick a two class skills, you are now considered proficient in their use. You may take this feat multiple times Tough Your constitution increases by +2 Weapon Finesse You may add your dexterity to hit damage rolls with light and finesse weapons instead of your strength modifier. Weapon Proficiency: Simple [Martial] You are proficient with simple weapons [/QUOTE]
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